Yesterday I made a post about damage and injury in the Tokyo Ghoul fan RPG. I also talked about how I wanted to keep the game simple, which I ironically didn’t do with the damage mechanics. Here I try to patch that up.
Keep it Simple, Idiot!
So, here’s an easier variant for the damage multipliers.
AR vs DR
|2 lower||1 lower||Equal||1 higher||2 higher|
Yeah. Replace all that complex stuff with this, and it’ll be easier. With this I’ll probably have to change around the AR and DR values of things. Maybe like this.
- Human body and regular weapons.
- Special weapons and body armor.
- Ghouls, kagune and quinqes.
Maybe that’s too simplified but I’ll try this for now. Also, maybe there should be a damage soak mechanic? I’ll add that in later. Probably.
Weapons and Stuff
As I said, all weapons do a base 1d6 damage. A basic tsunagi quinqe may have a +1 damage. And I just realised that weapons should have their damage improved by strength. Whoops. Okay, so you add your strength up to a weapon maximum, that’s better. You roll two dice and keep the highest for a two-handed weapon. Now the tsunagi is instead like this:
Tsunagi (one-handed, strength required: 1, damage bonus: strength-1, max +3)
Is this a reasonable weapon stat line? I think it works.
This is short but apparently I’m somewhat tired and confused so I probably shouldn’t be making rules right now. Or even writing for that matter. So, until next time!